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kenny92316

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Everything posted by kenny92316

  1. kenny92316

    Giant Title

    @Jimmy93: > Client side, > open frmEditor_NPC > Select the scroll bar beside value: 0 > Scroll down in the properties until you see "Max 255" > Change the max to 50 000 I'm pretty sure the scroll bars have a maximum of around 32,700 about as much as interger data can max at.
  2. The server it's self don't use much cpu, but the client does. If you're playing on the same computer as the server it lowers its capablitys a bit. Just saying, but even with that hundreds of players if you can get enough players to play it.
  3. You would have to mod your server to read a database for purchasing off a website, and the website would have to write data to the database using mysql, or one of the other database programs. None of which I know how to do.
  4. found it. Stat(1 To Stats.Stat_Count - 1) As Byte change byte to interger, which increases its max to the above number for interger in my above post.
  5. 2\. Public Const MAX_LEVELS As Long = 100 10\. I suspect it's 2.147B as with the long's limit, and in the code it says: Public Const MAX_BYTE As Byte = 255 Public Const MAX_INTEGER As Integer = 32767 Public Const MAX_LONG As Long = 2147483647 ``` If Int(Amount) < 10000 Then ConvertCurrency = Amount ElseIf Int(Amount) < 999999 Then ConvertCurrency = Int(Amount / 1000) & "k" ElseIf Int(Amount) < 999999999 Then ConvertCurrency = Int(Amount / 1000000) & "m" Else ConvertCurrency = Int(Amount / 1000000000) & "b" End If ```8\. I suspect stats are saved as bytes which is a 255 cap, change their dim xxx as byte to interger if you can find it.
  6. I'm a novice when it comes to packets, but if you don't get any answers try looking for packets in the source and see how it's used.
  7. Perhaps trying something along the lines of: ``` if Sleepduration > 0 then If spell(spellslot).type = spell_type_unsleep then 'code for casting here else Exit Sub End if End if ```
  8. In the case else, which would be the character moving, simply place something like: ``` dim Rnum rnum = rand(100,1) if Rnum => 25 then Set Buffer = New clsBuffer Buffer.WriteLong CCast Buffer.WriteLong spellslot SendData Buffer.ToArray() Set Buffer = Nothing SpellBuffer = spellslot SpellBufferTimer = GetTickCount exit sub elseif Rnum < 25 then Call AddText("Your attempt to cast the spell has failed!", BrightRed) end if ```
  9. In my opinion try either using one variable for each database part 1 and 2 or change the varriable you're using into an array so you don't have an issue with it only reading one data.
  10. I finally got a chance to poke around the source for subs that would be used for npc attack, I found one but not exactly sure what the data input is refering to. The StartAddr and ExtraVar in specific. The only thing that I noticed is the buffer.readlong, and the two data types are classified as longs in the call of the sub. ``` Private Sub HandleNpcAttack(ByVal Index As Long, ByRef Data() As Byte, ByVal StartAddr As Long, ByVal ExtraVar As Long) Dim i As Long Dim Buffer As clsBuffer ' If debug mode, handle error then exit out If Options.Debug = 1 Then On Error GoTo errorhandler Set Buffer = New clsBuffer Buffer.WriteBytes Data() i = Buffer.ReadLong ' Set player to attacking MapNpc(i).Attacking = 1 MapNpc(i).AttackTimer = GetTickCount ' Error handler Exit Sub errorhandler: HandleError "HandleNpcAttack", "modHandleData", Err.Number, Err.Description, Err.Source, Err.HelpContext Err.Clear Exit Sub End Sub ```
  11. Oh alright, thank you for the clarification soul.
  12. Any ideas to how I could make a npc cast spells or use arrows for range attacks? Any input is appreciated.
  13. @Renzo: > @Soul: > > > There's ice cream cake, chocolate cake, vanilla cake, strawberry cake, carrot cake, etc.. > > [Here is your list of cakes](http://en.wikipedia.org/wiki/List_of_cakes) > > [and here are all the different kinds of pies](http://en.wikipedia.org/wiki/List_of_pies) > and that doesnt even include the different fruits > @Soul: > > > We have artificial flavoring and all you have is fruit. > > I rest my case Great argument, tons more kinds of yummy pies than there are cakes for those who like real flavor, compared to artifical stuff in regular ol' cakes. You dont see Black berry cakes do you, no but theres black berry pies, and nearly every fruit is in several kinds of pie. Not sure about vegitables though, dont think "carrot" cake fits into this category either. In my opinion Pie beats plain ol' cake any day.
  14. well more of what i mean for the 2nd part is it might be a shared friendlist if you use their account(getplayerlogin() not getplayername()) if they have more than 1 character, but good luck with this in getting it how you want it.
  15. -Online friends will have their names in green. Offline friends will have their names in red. I was working on this, and I didn't get it to work properly. I plan to continue working on it when I have more time, though, since this is a pretty critical part of any friends list. wouldnt you beable to do like findplayer() ? if i remember correctly it checks to see if the player is online. Also wouldnt it be easier to add it into the existing ini file for the players account so they have their own unique friend list?
  16. kenny92316

    Compiling

    When i try to compile the project "Konfuse.vbp" thats already made i get some shit about liscence from frmmirage.frm. ![](http://i35.photobucket.com/albums/d186/kenny92316/429-Source-Recompile.png) ![](http://i35.photobucket.com/albums/d186/kenny92316/429-Source-Recompile2.png) Anyone got any ideas why im getting liscence errors when i try to recompile any precompiled, or modified versions of client? Also it goes down that entire list of frmMirage.yada.Value = ReadInI(yada)
  17. Compiling a server for a test and this is whats included so far. ![](http://i35.photobucket.com/albums/d186/kenny92316/VBQuestion.jpg) I need to know if i need to include the .bas and other such files when compiling. Thanks to those who help in advance.
  18. Public.sub or private.sub are the correct commands for VB code i think.
  19. A few questions, Would this edit work as i wanted it to? Would i need to add any additonal data to the frmmapeditor or frmhouseeditor, if so can you give a pointer? Any addtional data i should know i need to place? Function GetTileX(ByVal mapper As Long, ByVal x As Long, ByVal y As Long, ByVal layer As Long) Select Case layer Case 0 GetTileX = map(mapper).Tile(x, y).Ground - Int(map(mapper).Tile(x, y).Ground / 14) * 14 Case 1 GetTileX = map(mapper).Tile(x, y).Mask - Int(map(mapper).Tile(x, y).Mask / 14) * 14 Case 2 GetTileX = map(mapper).Tile(x, y).Anim - Int(map(mapper).Tile(x, y).Anim / 14) * 14 Case 3 GetTileX = map(mapper).Tile(x, y).Anim2 - Int(map(mapper).Tile(x, y).Anim2 / 14) * 14 Case 4 GetTileX = map(mapper).Tile(x, y).Mask2 - Int(map(mapper).Tile(x, y).Mask2 / 14) * 14 Case 5 GetTileX = map(mapper).Tile(x, y).M2Anim - Int(map(mapper).Tile(x, y).M2Anim / 14) * 14 Case 6 GetTileX = map(mapper).Tile(x, y).M2Anim2 - Int(map(mapper).Tile(x, y).M2Anim2 / 14) * 14 Case 7 GetTileX = map(mapper).Tile(x, y).Fringe - Int(map(mapper).Tile(x, y).Fringe / 14) * 14 Case 8 GetTileX = map(mapper).Tile(x, y).FAnim - Int(map(mapper).Tile(x, y).FAnim / 14) * 14 Case 9 GetTileX = map(mapper).Tile(x, y).FAnim2 - Int(map(mapper).Tile(x, y).FAnim2 / 14) * 14 Case 10 GetTileX = map(mapper).Tile(x, y).Fringe2 - Int(map(mapper).Tile(x, y).Fringe2 / 14) * 14 Case 11 GetTileX = map(mapper).Tile(x, y).F2Anim - Int(map(mapper).Tile(x, y).F2Anim / 14) * 14 Case 12 GetTileX = map(mapper).Tile(x, y).F2Anim2 - Int(map(mapper).Tile(x, y).F2Anim2 / 14) * 14 End Select End Function Function GetTileY(ByVal mapper As Long, ByVal x As Long, ByVal y As Long, ByVal layer As Long) Select Case layer Case 0 GetTileY = Int(map(mapper).Tile(x, y).Ground / 14) Case 1 GetTileY = Int(map(mapper).Tile(x, y).Mask / 14) Case 2 GetTileY = Int(map(mapper).Tile(x, y).Anim / 14) Case 3 GetTileY = Int(map(mapper).Tile(x, y).Anim2 / 14) Case 4 GetTileY = Int(map(mapper).Tile(x, y).Mask2 / 14) Case 5 GetTileY = Int(map(mapper).Tile(x, y).M2Anim / 14) Case 6 GetTileY = Int(map(mapper).Tile(x, y).M2Anim2 / 14) Case 7 GetTileY = Int(map(mapper).Tile(x, y).Fringe / 14) Case 8 GetTileY = Int(map(mapper).Tile(x, y).FAnim / 14) Case 9 GetTileY = Int(map(mapper).Tile(x, y).FAnim2 / 14) Case 10 GetTileY = Int(map(mapper).Tile(x, y).Fringe2 / 14) Case 11 GetTileY = Int(map(mapper).Tile(x, y).F2Anim / 14) Case 12 GetTileY = Int(map(mapper).Tile(x, y).F2Anim2 / 14) End Select End Function Function GetTileSet(ByVal mapper As Long, ByVal x As Long, ByVal y As Long, ByVal layer As Long) Select Case layer Case 0 GetTileSet = map(mapper).Tile(x, y).GroundSet Case 1 GetTileSet = map(mapper).Tile(x, y).MaskSet Case 2 GetTileSet = map(mapper).Tile(x, y).AnimSet Case 3 GetTileSet = map(mapper).Tile(x, y).Anim2Set Case 4 GetTileSet = map(mapper).Tile(x, y).Mask2Set Case 5 GetTileSet = map(mapper).Tile(x, y).M2AnimSet Case 6 GetTileSet = map(mapper).Tile(x, y).M2Anim2Set Case 7 GetTileSet = map(mapper).Tile(x, y).FringeSet Case 8 GetTileSet = map(mapper).Tile(x, y).FAnimSet Case 8 GetTileSet = map(mapper).Tile(x, y).FAnim2Set Case 10 GetTileSet = map(mapper).Tile(x, y).Fringe2Set Case 11 GetTileSet = map(mapper).Tile(x, y).F2AnimSet Case 12 GetTileSet = map(mapper).Tile(x, y).F2Anim2Set End Select End Function
  20. I would like to know the section of code to change and if any additional code needs changed, if anyone would like to tell me that is. Edit: I think i found it, all i need to do is chage the variables to add more sets? Private Sub mnuType_Click(Index As Integer) Dim BMU As BitmapUtils Dim strfilename As String Dim i As Byte mnuType(Index).Checked = True If Index = 1 Then If mnuType(1).Checked = True Then frmAttributes.fraLayers.Visible = True frmAttributes.fraAttribs.Visible = False mnuTileSheet.Enabled = True frmAttributes.Visible = True End If ElseIf Index = 2 Then If mnuType(2).Checked = True Then frmAttributes.fraLayers.Visible = False frmAttributes.fraAttribs.Visible = True shpSelected.Width = 32 shpSelected.Height = 32 mnuTileSheet.Enabled = True frmAttributes.Visible = True End If Else If mnuType(3).Checked = True Then frmAttributes.fraLayers.Visible = False frmAttributes.fraAttribs.Visible = False mnuSet(10).Checked = True For i = 0 To ExtraSheets If i 10 Then frmMapEditor.mnuSet(i).Checked = False Next i If ENCRYPT_TYPE = "BMP" Then frmMapEditor.picBackSelect.Picture = LoadPicture(App.Path & "\GFX\Tiles" & 10 & ".bmp") Else Set BMU = New BitmapUtils strfilename = App.Path & "/gfx/" & "tiles" & 10 & "." & Trim$(ENCRYPT_TYPE) BMU.LoadByteData (strfilename) BMU.DecryptByteData (Trim$(ENCRYPT_PASS)) BMU.DecompressByteData_ZLib frmMapEditor.picBackSelect.Cls frmMapEditor.picBackSelect.Width = BMU.ImageWidth frmMapEditor.picBackSelect.Height = BMU.ImageHeight Call BMU.Blt(frmMapEditor.picBackSelect.hDC) End If EditorSet = 10 scrlPicture.Max = ((picBackSelect.Height - picBack.Height) / PIC_Y) picBack.Width = picBackSelect.Width If frmMapEditor.Width > picBack.Width + scrlPicture.Width Then frmMapEditor.Width = (picBack.Width + scrlPicture.Width + 8) * Screen.TwipsPerPixelX If frmMapEditor.Height > (picBackSelect.Height * Screen.TwipsPerPixelX) + 800 Then frmMapEditor.Height = (picBackSelect.Height * Screen.TwipsPerPixelX) + 800 mnuTileSheet.Enabled = False frmAttributes.Visible = False End If End If For i = 1 To 3 If i Index Then mnuType(i).Checked = False Next i End Sub
  21. call spawnitemslot(5, 6, 2, 1, 3, 4, 7) 5 = not sure -_-
  22. This is all i want, well of course bug fixes but as long as it can handle them then im cool with whatever you give me :)
  23. Im looking to improve upon my scripting by helping others in need. I can install most scripts easily, write differnent scripts like admin off, admin on, a script to give you creator status without having to access the accounts folder and such. Im willing to help anyone who asks for my help so if you need a scripter ask me to help ya.
  24. Does anyone have this linkā€¦ i tried to get to the test and got some freaky results lol... and nerdtest.com didnt seem to be the correct site even though the signature pics say it is lol.
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